/*
* (c) Copyright 1993, Silicon Graphics, Inc.
* 1993-1995 Microsoft Corporation
*
* ALL RIGHTS RESERVED
*
* Please refer to OpenGL/readme.txt for additional information
*
*/
#include "glos.h"
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <gl\glaux.h>
#define PI 3.141592654
#define BLACK 0
#define GRAY 128
#define WHITE 255
#define RD 0xA40000FF
#define WT 0xFFFFFFFF
#define brickImageWidth 16
#define brickImageHeight 16
static void CALLBACK ErrorHandler(GLenum which);
static void Init(void );
static void CALLBACK Reshape(int width,int height);
static void CALLBACK Key_LEFT(void );
static void CALLBACK Key_RIGHT(void );
static void CALLBACK Key_UP(void );
static void CALLBACK Key_DOWN(void );
static void CALLBACK Key_X(void );
static void CALLBACK Key_x(void );
static void CALLBACK Key_1(void );
static void CALLBACK Key_2(void );
static void CALLBACK Key_3(void );
static void CALLBACK Key_4(void );
static void CALLBACK Key_0(void );
static void CALLBACK Key_A(void );
static void CALLBACK Key_a(void );
static void CALLBACK Key_S(void );
static void CALLBACK Key_s(void );
static void CALLBACK Key_d(void );
static void CALLBACK Key_f(void );
static void CALLBACK Key_G(void );
static void CALLBACK Key_g(void );
static void CALLBACK Key_J(void );
static void CALLBACK Key_j(void );
static void CALLBACK Key_H(void );
static void CALLBACK Key_h(void );
static void CALLBACK Key_K(void );
static void CALLBACK Key_k(void );
static void CALLBACK Key_L(void );
static void CALLBACK Key_l(void );
static void CALLBACK Key_z(void );
static void CALLBACK Key_q(void );
static void CALLBACK Key_w(void );
static void CALLBACK Key_e(void );
static void CALLBACK Key_r(void );
static void CALLBACK Key_t(void );
static void CALLBACK Key_y(void );
static void CALLBACK Draw(void );
static GLenum Args(int argc,char **argv );
GLenum rgb, doubleBuffer;
float black[3] = {
0.0, 0.0, 0.0
};
float blue[3] = {
0.0, 0.0, 1.0
};
float gray[3] = {
0.5, 0.5, 0.5
};
float white[3] = {
1.0, 1.0, 1.0
};
GLenum doDither = GL_TRUE;
GLenum shade = GL_TRUE;
GLenum texture = GL_TRUE;
float xRotation = 30.0, yRotation = 30.0, zRotation = 0.0;
GLint radius1, radius2;
GLdouble angle1, angle2;
GLint slices, stacks;
GLint height;
GLint orientation = GLU_OUTSIDE;
GLint whichQuadric;
GLUquadricObj *quadObj;
GLuint brickImage[brickImageWidth*brickImageHeight] = {
RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD,
RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD,
RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD,
RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD,
WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT,
RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD,
RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD,
RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD,
RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD,
WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT,
RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD,
RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD,
RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD,
RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD,
WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT,
RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD
};
char *texFileName = 0;
static void CALLBACK ErrorHandler(GLenum which)
{
fprintf(stderr, "Quad Error: %s\n", gluErrorString(which));
}
static void Init(void)
{
static GLint colorIndexes[3] = {0, 200, 255};
static float ambient[] = {0.1, 0.1, 0.1, 1.0};
static float diffuse[] = {0.5, 1.0, 1.0, 1.0};
static float position[] = {90.0, 90.0, 150.0, 0.0};
static float front_mat_shininess[] = {30.0};
static float front_mat_specular[] = {0.2, 0.2, 0.2, 1.0};
static float front_mat_diffuse[] = {0.5, 0.28, 0.38, 1.0};
static float back_mat_shininess[] = {50.0};
static float back_mat_specular[] = {0.5, 0.5, 0.2, 1.0};
static float back_mat_diffuse[] = {1.0, 1.0, 0.2, 1.0};
static float lmodel_ambient[] = {1.0, 1.0, 1.0, 1.0};
static float lmodel_twoside[] = {GL_TRUE};
static float decal[] = {GL_DECAL};
static float modulate[] = {GL_MODULATE};
static float repeat[] = {GL_REPEAT};
static float nearest[] = {GL_NEAREST};
AUX_RGBImageRec *image;
if (!rgb) {
auxSetGreyRamp();
}
glClearColor(0.0, 0.0, 0.0, 0.0);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, position);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glMaterialfv(GL_FRONT, GL_SHININESS, front_mat_shininess);
glMaterialfv(GL_FRONT, GL_SPECULAR, front_mat_specular);
glMaterialfv(GL_FRONT, GL_DIFFUSE, front_mat_diffuse);
glMaterialfv(GL_BACK, GL_SHININESS, back_mat_shininess);
glMaterialfv(GL_BACK, GL_SPECULAR, back_mat_specular);
glMaterialfv(GL_BACK, GL_DIFFUSE, back_mat_diffuse);
if (!rgb) {
glMaterialiv( GL_FRONT_AND_BACK, GL_COLOR_INDEXES, colorIndexes);
}
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, decal);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, repeat);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, repeat);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, nearest);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, nearest);
if (texFileName) {
image = auxRGBImageLoad(texFileName);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, image->sizeX, image->sizeY,
GL_RGB, GL_UNSIGNED_BYTE, image->data);
} else {
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, 4, brickImageWidth, brickImageHeight,
0, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *)brickImage);
}
quadObj = gluNewQuadric();
//gluQuadricCallback(quadObj, GLU_ERROR, ErrorHandler);
radius1 = 10;
radius2 = 5;
angle1 = 90;
angle2 = 180;
slices = 16;
stacks = 10;
height = 20;
}
static void CALLBACK Reshape(int width, int height)
{
glViewport(0, 0, (GLint)width, (GLint)height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1, 1, -1, 1, 1, 10);
gluLookAt(2, 2, 2, 0, 0, 0, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
}
static void CALLBACK Key_LEFT(void)
{
yRotation += 5;
}
static void CALLBACK Key_RIGHT(void)
{
yRotation -= 5;
}
static void CALLBACK Key_UP(void)
{
xRotation += 5;
}
static void CALLBACK Key_DOWN(void)
{
xRotation -= 5;
}
static void CALLBACK Key_X(void)
{
zRotation += 5;
}
static void CALLBACK Key_x(void)
{
zRotation -= 5;
}
static void CALLBACK Key_1(void)
{
gluQuadricDrawStyle(quadObj, GLU_FILL);
}
static void CALLBACK Key_2(void)
{
gluQuadricDrawStyle(quadObj, GLU_POINT);
}
static void CALLBACK Key_3(void)
{
gluQuadricDrawStyle(quadObj, GLU_LINE);
}
static void CALLBACK Key_4(void)
{
gluQuadricDrawStyle(quadObj, GLU_SILHOUETTE);
}
static void CALLBACK Key_0(void)
{
shade = !shade;
if (shade) {
glShadeModel(GL_SMOOTH);
gluQuadricNormals(quadObj, GLU_SMOOTH);
} else {
glShadeModel(GL_FLAT);
gluQuadricNormals(quadObj, GLU_FLAT);
}
}
static void CALLBACK Key_A(void)
{
stacks++;
}
static void CALLBACK Key_a(void)
{
if (stacks > 1)
stacks--;
}
static void CALLBACK Key_S(void)
{
slices++;
}
static void CALLBACK Key_s(void)
{
if (slices > 3)
slices--;
}
static void CALLBACK Key_d(void)
{
switch(orientation) {
case GLU_OUTSIDE:
orientation = GLU_INSIDE;
break;
case GLU_INSIDE:
default:
orientation = GLU_OUTSIDE;
break;
}
gluQuadricOrientation(quadObj, orientation);
}
static void CALLBACK Key_f(void)
{
whichQuadric = (whichQuadric + 1) & 0x03;
}
static void CALLBACK Key_G(void)
{
radius1 += 1;
}
static void CALLBACK Key_g(void)
{
if (radius1 > 0)
radius1 -= 1;
}
static void CALLBACK Key_J(void)
{
radius2 += 1;
}
static void CALLBACK Key_j(void)
{
if (radius2 > 0)
radius2 -= 1;
}
static void CALLBACK Key_H(void)
{
height += 2;
}
static void CALLBACK Key_h(void)
{
if (height > 0)
height -= 2;
}
static void CALLBACK Key_K(void)
{
angle1 += 5;
}
static void CALLBACK Key_k(void)
{
angle1 -= 5;
}
static void CALLBACK Key_L(void)
{
angle2 += 5;
}
static void CALLBACK Key_l(void)
{
angle2 -= 5;
}
static void CALLBACK Key_z(void)
{
texture = !texture;
if (texture) {
gluQuadricTexture(quadObj, GL_TRUE);
glEnable(GL_TEXTURE_2D);
} else {
gluQuadricTexture(quadObj, GL_FALSE);
glDisable(GL_TEXTURE_2D);
}
}
static void CALLBACK Key_q(void)
{
glDisable(GL_CULL_FACE);
}
static void CALLBACK Key_w(void)
{
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
}
static void CALLBACK Key_e(void)
{
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
}
static void CALLBACK Key_r(void)
{
glFrontFace(GL_CW);
}
static void CALLBACK Key_t(void)
{
glFrontFace(GL_CCW);
}
static void CALLBACK Key_y(void)
{
doDither = !doDither;
(doDither) ? glEnable(GL_DITHER) : glDisable(GL_DITHER);
}
static void CALLBACK Draw(void)
{
glLoadIdentity();
glRotatef(xRotation, 1, 0, 0);
glRotatef(yRotation, 0, 1, 0);
glRotatef(zRotation, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glColor3f(1.0, 1.0, 1.0);
switch (whichQuadric) {
case 0:
glTranslatef(0, 0, -height/20.0);
gluCylinder(quadObj, radius1/10.0, radius2/10.0, height/10.0,
slices, stacks);
break;
case 1:
gluSphere(quadObj, radius1/10.0, slices, stacks);
break;
case 2:
gluPartialDisk(quadObj, radius2/10.0, radius1/10.0, slices,
stacks, angle1, angle2);
break;
case 3:
gluDisk(quadObj, radius2/10.0, radius1/10.0, slices, stacks);
break;
}
glFlush();
if (doubleBuffer) {
auxSwapBuffers();
}
}
static GLenum Args(int argc, char **argv)
{
GLint i;
rgb = GL_TRUE;
doubleBuffer = GL_FALSE;
for (i = 1; i < argc; i++) {
if (strcmp(argv[i], "-ci") == 0) {
rgb = GL_FALSE;
} else if (strcmp(argv[i], "-rgb") == 0) {
rgb = GL_TRUE;
} else if (strcmp(argv[i], "-sb") == 0) {
doubleBuffer = GL_FALSE;
} else if (strcmp(argv[i], "-db") == 0) {
doubleBuffer = GL_TRUE;
} else if (strcmp(argv[i], "-f") == 0) {
if (i+1 >= argc || argv[i+1][0] == '-') {
//printf("-f (No file name).\n");
return GL_FALSE;
} else {
texFileName = argv[++i];
}
} else {
//printf("%s (Bad option).\n", argv[i]);
return GL_FALSE;
}
}
return GL_TRUE;
}
void main(int argc, char **argv)
{
GLenum type;
if (Args(argc, argv) == GL_FALSE) {
auxQuit();
}
auxInitPosition(0, 0, 300, 300);
type = AUX_DEPTH16;
type |= (rgb) ? AUX_RGB : AUX_INDEX;
type |= (doubleBuffer) ? AUX_DOUBLE : AUX_SINGLE;
auxInitDisplayMode(type);
if (auxInitWindow("Quad Test") == GL_FALSE) {
auxQuit();
}
Init();
auxExposeFunc((AUXEXPOSEPROC)Reshape);
auxReshapeFunc((AUXRESHAPEPROC)Reshape);
auxKeyFunc(AUX_LEFT, Key_LEFT);
auxKeyFunc(AUX_RIGHT, Key_RIGHT);
auxKeyFunc(AUX_UP, Key_UP);
auxKeyFunc(AUX_DOWN, Key_DOWN);
auxKeyFunc(AUX_X, Key_X);
auxKeyFunc(AUX_x, Key_x);
auxKeyFunc(AUX_1, Key_1);
auxKeyFunc(AUX_2, Key_2);
auxKeyFunc(AUX_3, Key_3);
auxKeyFunc(AUX_4, Key_4);
auxKeyFunc(AUX_0, Key_0);
auxKeyFunc(AUX_A, Key_A);
auxKeyFunc(AUX_a, Key_a);
auxKeyFunc(AUX_S, Key_S);
auxKeyFunc(AUX_s, Key_s);
auxKeyFunc(AUX_d, Key_d);
auxKeyFunc(AUX_f, Key_f);
auxKeyFunc(AUX_G, Key_G);
auxKeyFunc(AUX_g, Key_g);
auxKeyFunc(AUX_J, Key_J);
auxKeyFunc(AUX_j, Key_j);
auxKeyFunc(AUX_H, Key_H);
auxKeyFunc(AUX_h, Key_h);
auxKeyFunc(AUX_K, Key_K);
auxKeyFunc(AUX_k, Key_k);
auxKeyFunc(AUX_L, Key_L);
auxKeyFunc(AUX_l, Key_l);
auxKeyFunc(AUX_z, Key_z);
auxKeyFunc(AUX_Q, Key_q);
auxKeyFunc(AUX_w, Key_w);
auxKeyFunc(AUX_e, Key_e);
auxKeyFunc(AUX_r, Key_r);
auxKeyFunc(AUX_t, Key_t);
auxKeyFunc(AUX_y, Key_y);
auxMainLoop(Draw);
}